From 760d9e0a54a4e8b62d317b3506aa8e7d3b833390 Mon Sep 17 00:00:00 2001 From: klingbolt Date: Sat, 7 Oct 2023 13:09:30 -0400 Subject: [PATCH] Addressing code review --- Spatial.gd | 89 ++++++++++++++++++++++++++++++++++-------------------- 1 file changed, 57 insertions(+), 32 deletions(-) diff --git a/Spatial.gd b/Spatial.gd index 0ab2d1d7..92b6d773 100644 --- a/Spatial.gd +++ b/Spatial.gd @@ -48,6 +48,20 @@ var taco_parser: TacoParser var x11_window_id_burrito: int var is_transient:bool = false +# Scenes used throughout this scene +var route_scene = load("res://Route.tscn") +var icon_scene = load("res://Icon.tscn") +var path2d_scene = load("res://Route2D.tscn") +var gizmo_scene = load("res://Gizmo/PointEdit.tscn") + +##########Node Connections########### +onready var marker_packs := $Control/Dialogs/MarkerPacks/MarkerPacks as Tree +onready var root := self.marker_packs.create_item() as TreeItem +onready var icons := $Icons as Spatial +onready var paths := $Paths as Spatial +onready var minimap := $Control/MiniMap as Node2D + + # Called when the node enters the scene tree for the first time. func _ready(): get_tree().get_root().set_transparent_background(true) @@ -60,8 +74,7 @@ func _ready(): # Postion at top left corner OS.set_window_position(Vector2(0,0)) set_minimal_mouse_block() - init_category_tree() - marker_file_dir.open("user://protobins/") + server.listen(4242) func set_minimal_mouse_block(): @@ -285,39 +298,26 @@ func reset_minimap_masks(): minimap_path.material.set_shader_param("minimap_corner", compass_corner1) minimap_path.material.set_shader_param("minimap_corner2", compass_corner2) -var Waypoint_data = Waypoint.Waypoint.new() -var marker_file_dir = Directory.new() +var waypoint_data = Waypoint.Waypoint.new() +var marker_file_dir = "user://protobins/" var marker_file_path = "" -var root: TreeItem - -##########Node Connections########### -onready var marker_packs = $Control/Dialogs/MarkerPacks/MarkerPacks -onready var icons = $Icons -onready var paths = $Paths -onready var minimap = $Control/MiniMap - func load_waypoint_markers(map_id): - self.marker_file_path = self.marker_file_dir.get_current_dir() + String(map_id) + ".data" - self.Waypoint_data.clear_category() + self.marker_file_path = self.marker_file_dir + String(map_id) + ".data" + self.waypoint_data.clear_category() clear_map_markers() - root.free() init_category_tree() var file = File.new() print("Loading protobuf file from path ", self.marker_file_path) file.open(self.marker_file_path, file.READ) var data = file.get_buffer(file.get_len()) - self.Waypoint_data.from_bytes(data) + self.waypoint_data.from_bytes(data) if !Waypoint.PB_ERR.NO_ERRORS: print("OK") else: print(Waypoint.PB_ERR) - parse_Waypoint() + Waypoint_categories_to_godot_nodes() -var route_scene = load("res://Route.tscn") -var icon_scene = load("res://Icon.tscn") -var path2d_scene = load("res://Route2D.tscn") -var gizmo_scene = load("res://Gizmo/PointEdit.tscn") ##########Gizmo Stuff########### # How long the ray to search for 3D clickable object should be. @@ -409,12 +409,12 @@ func init_category_tree(): root.set_text(1, "Visible") -func parse_Waypoint(): - for category in self.Waypoint_data.get_category(): - parse_category(root, category, category.get_name(), false) +func Waypoint_categories_to_godot_nodes(): + for category in self.waypoint_data.get_category(): + _Waypoint_categories_to_godot_nodes(root, category, category.get_name(), false) -func parse_category(item: TreeItem, category, full_category_name: String, collapsed: bool): +func _Waypoint_categories_to_godot_nodes(item: TreeItem, category, full_category_name: String, collapsed: bool): var category_item = self.marker_packs.create_item(item) if category.get_name() == "": # If this is called, there is an error in the Waypoint data @@ -441,7 +441,7 @@ func parse_category(item: TreeItem, category, full_category_name: String, collap if texture_path == null: print("Warning: No texture found in " , full_category_name) continue - var full_texture_path = self.marker_file_dir.get_current_dir() + texture_path.get_path() + var full_texture_path = self.marker_file_dir + texture_path.get_path() gen_new_path(path_points, full_texture_path, path, category_item) for icon in category.get_icon(): @@ -454,11 +454,11 @@ func parse_category(item: TreeItem, category, full_category_name: String, collap if texture_path == null: print("Warning: No texture found in " , full_category_name) continue - var full_texture_path = self.marker_file_dir.get_current_dir() + texture_path.get_path() + var full_texture_path = self.marker_file_dir + texture_path.get_path() gen_new_icon(position_vector, full_texture_path, icon, category_item) for category_child in category.get_children(): - parse_category(category_item, category_child, full_category_name + "." + category_child.get_name(), true) + _Waypoint_categories_to_godot_nodes(category_item, category_child, full_category_name + "." + category_child.get_name(), true) func apply_category_visibility_to_nodes(category_item: TreeItem): @@ -565,7 +565,31 @@ func gen_new_icon(position: Vector3, texture_path: String, waypoint_icon, catego new_icon.visible = false icons.add_child(new_icon) +# This function take all of the currently rendered objects and converts it into +# the data format that is saved/loaded from. +func data_from_renderview(): + var icons_data = [] + var paths_data = [] + for icon in $Icons.get_children(): + icons_data.append({ + "position": [icon.translation.x, icon.translation.y, -icon.translation.z], + "texture": icon.texture_path + }) + + for path in $Paths.get_children(): + #print(path) + var points = [] + for point in range(path.get_point_count()): + var point_position:Vector3 = path.get_point_position(point) + points.append([point_position.x, point_position.y, -point_position.z]) + paths_data.append({ + "points": points, + "texture": path.texture_path + }) + + var data_out = {"icons": icons_data, "paths": paths_data} + return data_out ################################################################################ # Adjustment and gizmo functions @@ -737,15 +761,16 @@ func _on_NewPathPoint_pressed(): # ################################################################################ func _on_SavePath_pressed(): - #TODO: Save to Waypoint - pass + $Control/Dialogs/SaveDialog.show() ################################################################################ # TODO: This function will be used when exporting packs ################################################################################ func _on_SaveDialog_file_selected(path): - pass - + self.markerdata[str(self.map_id)] = data_from_renderview() + var save_game = File.new() + save_game.open(path, File.WRITE) + save_game.store_string(JSON.print(self.markerdata)) func _on_NodeEditorDialog_hide(): self.currently_selected_node = null